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Full text of "Apple Manual: WarinMiddleEarth-InstructionManual"

INSTRUCTION MANUAL 





INTRODUCTION 



Three Rings for the Elvenkings under the sky, 
Seven for the Dwarf -Lords in their balls of Stone, 
Nine for Mortal Men doomed to die, 
One for the Dark Lord on his dark throne 
In the Land of Mordor where the Shadows lie 
One Ring to rule them all. One Ring find them. 
One Ring to bring them all and in the darkness bind them 
In the land of Mordor where the Sahdows lie 

The Wizard Gandalf the Grey has identified the ring bequeathed to Frodo Baggins by his 
Uncle Bilbo, who brought it back from an adventure long ago, as being "The One Ring". 
Forged by the Sauron, the Dark Lord, it is very powerful and very evil. It contains much of 
Sauron's power - with it he would defeat all his enemies and subjugate the whole of 
Middle Earth. Were it to be destroyed he would be defeated. Though it would be possible 
to use it against Sauron, it would then corrupt the wielder turning him into a new 
Dark Lord. 

Because of the magical nature of the Ring, it can only be destroyed by being thrown into 
the Cracks of Doom, where it was forged. This is the mouth of the volcano Mt. Doom in 
the centre of Sauron's kingdom of Mordor far to the South East. 



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Travel with the Fellowship of the Ring through Middle Earth. The starting group consists 
of Frodo. his servant Sam Gangee, and his friend Pippin. Help them find and gather more 
members into the party, to protect the Ring Bearer. 

Do not delay. Sauron is already amassing his forces of war. He knows the Ring still exists 
and is looking for it. He has learned of the Ring's location, and has begun to take interest in 
Hobbits and their "Shire". Even without the One Ring he is a powerful opponent. He has 
armies of Ores and evil men at his command. And to do his spying he has the Black Riders. 
These nine wraiths, also known as Nazgul, are each controlled by lesser rings. Even now 
they are heading for the Shire searching for the Ring and asking after Mr. Baggins. 
Your first task is to guide the Fellowship safely to RivendeU. The Nazgul will close in, 
and you must avoid them at all costs. You must leave the Shire along The Great East Road, 
head past Bree and on to RivendeU on the edge of the Misty Mountains. Then with the aid 
of the companions you will find there, you must head South to Mordor and Mt. Doom. 
You are heading into the very heart of Sauron's power, so be prepared to face mortal 
danger at every step. 

In addition to Sauron's forces, you will also be assailed by those of the Wizard Saruman. 
Though he was originally the leader of the Council of Wizards opposing Sauron, he has 
been corrupted. He has raised an army of Ores and Dunlendings and he too is looking for 
the Ring, for he believes he can use it to control Middle Earth. 

You will need to mobilize the nations of the Vffest, the men of Dale, Gondor and Rohan, 
the Elves of Lorien and Mirkwood and the Dwarves of Erebor and the Iron Hills, or the 
forces of evil will win by force of arms before you can destroy the Ring. To do this you 
must find objects of power and present them to their kings. Listen to the words of the 
wise to discover the whereabouts of these objects. 

If any of the forces for good, which you control, can get the Ring to Mt. Doom, you will 
win. If the forces of evil obtain the Ring and take it back to Barad-Dur, Sauron's strongho 
in the heart of Mordor, you will lose. 




PLAYING THE GAME 

There are three levels:— 

Full map level This shows you the whole of Middle Earth, with forces shown as dots, 

good in blue, evil in red, neutral in green. 
Campaign level Detailed map of part of Middle Earth, this will scroll if pointer is 

moved to an edge. Characters are shown as figures, armies as badges. 

This is the level all commands are given on. 
Animation level Full animation of characters. Used for encounters. 
To move up a level, use the map icon. To move down a level, select the magnifying glass, 
position it over the area you want, and press fire. 

Speed 

The game will run at three speeds: normal, hasty and very hasty. To change speed select 
the hour glass icon then click on the option you want. 

Movement 

You can only command characters or groups that are active, shown flashing on the 
campaign map. Select the arrow icon, position it over the force to be ordered, and press 
fire. A window will be opened listing the units in the force - if you only want some to 
respond click on their names. Then move the arrow to the destination you want and press 
fire to set. They will then proceed to move there at their own pace, finding the best route 
around obstacles that they can. 

Encounters 

You will often be told of friendly encounters. Select "Go There" to hear their advice. This 
will automatically take you to the animation level. 

When characters meet, or forces meet commanders, they may follow or continue on 
their way. A window will open in the top right - select the option you want. If they follow 
they will become a single force. To see who is in such a force just click on it. This will 
open a window listing those present. Those following a leader will be shown slightly 
indented. 

Combat 

Combat occurs when enemy forces meet. You can ignore this and accept the result, or go 
there and have some influence on the battle. This opens a combat window, listing all units 
on both sides. Every friendly unit involved in battle has four options:- 
Charge Move into combat 
Engage Fight where you are 

Withdraw -Move out of combat, but stay close, you may rejoin combat later 

Retreat Leave the scene of battle, you cannot return. 

These are indicated by a grid of squares, with the selected options shown filled. 

To change options, just point at the appropriate square and press fire. 

The color in which a Character's name appears indicates his health during the battle. 

Initially, names are shown in black ( healthy ) lettering, turning red when the character is 



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wounded and grey when he dies. Forces do not get wounded, but when finally 
the unit's name is shown in grey." 
To find the status of any character or forces outside combat, click on the character and 
then on the status icon. 

Objects 

You will find objects to aid you in your quest. Some of these strengthen your characters, 
others can be used to mobilize the nations of the Wst. To manipulate objects you must i 
be on the animation level. Select the provisions icon (a gauntlet grasping a flask), then t 
options you require. 

Saved Games 

To save or load a game go to the full map level and open the archive menu, then select the 
option you want. 



LOADING THE GAME 

» • . '-I.-. 

If you have two drives, insert disk I into main drive and disk 2 into your second drive. 
If you only have one drive insert disk 1 into the drive. You will be prompted to change the 
disk regularly throughout the game. 
AMIGA 

Insert Kicks tart Disk if required. 

At the request for a Workbench disk, insert program disk(s). 
ATARI ST 

Make sure that the disk-drive(s) is(are) switched on. 
Insert program disk( s ). 
Switch the computer on. 

IBM PC's and Compatibles 

Boot DOS from another disk. 
Insert program disk(s). 

At the A> prompt, type START and press RETURN. 
APPLE IIGS 

Insert Disk 1 into the drive and turn on the computer. 

When the desktop appears, launch War in Middle Earth by clicking on it with your mouse. 
When prompted, eject disk 1 and insert disk 2. 



CONTROLS 

Move cursor with a mouse. Click on Icons, Windows, etc. with left hand button. 
IBM PC's and compatibles use mouse, joystick or keys. The arrow keys move the 
cursor, ENTER or INS select. 

The following keys can be used instead of clicking on icons:— 



Key 


Icon 


Description 


A 


Scroll 


Archive ( Save/Restore ) 


G 


Arrow 


Movement Commands (Go to) 


M 


Magnifying Glass 


Move down a level 


O, 


Provisions 


Object Manipulation (Get/Use/Drop) 


s 


Eye 


Status Display 


T 


Hourglass 


Time r . _ 


U 


Map 


Up a Level >. - *j«p; • 
No— continue on 


N 


Window Option 


Y 


Window Option 


Yes - accept option 


P 




Pause lllSfeJF 


X 




Exit Game ^^WP ? 


Q 




Quiet On/Off yaag^T^WCT ' 





OVERVIEW 

This game is largely concerned with Hobbits, and from it a player may discover much of 
their character and a little of their history. Further information will also be found in the 
pages of the Red Book of Westmarch, so wonderfully translated and presented by the late 
Professor Tolkien in his works "The Hobbit" and "The Lord of the Rings". 
For those who have not had the pleasure of discovering the world of Middle Earth a word 
or two of information regarding hobbits, and the other inhabitants of that place is in 
order. Therefore in these few pages we have set out a few notes providing a short history 
of Middle Earth, and brief notes on the races and important personages that dwell there. 
In order to make this booklet as easy as possible it has been divided up into sections. 
There is an introduction to Middle Earth, which should provide those who have no 
knowledge of the story of The Lord of the Rings with enough background to play the 
game. A full glossary has also been included, giving you further background information 
on each of the races, characters and places in the game. The gameplay section tells how 
you actually play the game, and gives you some hints on the ways in which you may try to 



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|^bii|||ifwith a game of this complexity, it is impossible to give a single strategy 
that will work, or indeed to say that any strategy is doomed to failure. Finally, we have 
included a biography of Tolkien and a reading list for those people who wish to learn 
more about Middle Earth. Separate from the booklet you will find a map, which has the 
grid reference system used in the game marked on it. 

Of the Creation of Middle Earth. 

First there was Era the one, and from his thoughts came the Ainur. The greatest of these 
were named the Valar, who were fifteen; seven lords; Manwe, Ulmo, Aule, Orome, 
Mandos, Lorien and Tulkas and seven ladies; Varda, Yavanna, Nienna, Este, Viare, Vana and 
Nessa, last there was Melkor who was the most powerful of all. To them Era revealed a 
great musical theme. Together they sang in harmony, and from their music the lands of 
Middle Earth were born. But Melkor chose to sing a theme of his own creation, and so 
discord was brought to the land. Though the other voices tried to return the path of the 
theme to the original intent of Era, it was impossible, and the lands of Middle Earth 
forever bore the marks caused by the discord, and life was marred by the evil wrought in 
the beginning. Melkor was banished from the Amur and evermore he was known as 
Morgoth the Dark Enemy. 

Alongside the Valar there were the Maiar, who were brethren to the Valar, though of 
lesser stature and many more in number. Some were drawn to the splendour of Morgoth 
and served his purpose. Chief among these was Gorthaur the cruel, who is also called 
Sauron, the Dark Lord. 

Of the early history of Middle Earth and the peoples 
who dwell there. 

The history of Middle Earth is long and contains many tales, that the Elves tell long into 
the night in song and prose. Here but a few words will have to suffice, for here we are 
concerned with events late in the history of Middle Earth. Early struggles, though 
fascinating, are of litde import save to introduce the mam themes. 
The first born were the Elves. Tall and fair they are for the light of the stars is mirrored in 
their countenance. Elves are uniquely linked to the lands of Middle Earth, their lives are 
long and unless they fall in battle they are immortal, for they suffer no ills save one, a 
sickening of the spirit and loss of desire to live. Even then they only choose to lay down 
their life for a little while and spend some time in the halls of Mandos, before returning 
once more to the fair lands of Middle Earth. 

Their history is long and full of incident and its telling must be left for others. Those who 
wish to know more of this ancient race should seek enlightenment in the "Silmarillion" 
where many of their tales are set down with an eloquence that I, your humble scribe, 
cannot match. 

Suffice it to say that for all the wisdom that the Elves accumulate over their long lives, 
their pride often causes them to act rashly, and in doing so they bring added tragedy onto 
themselves. Feanor created the great jewels the Silmarils, and his pride in them brought 
on the Elves many of their misfortunes. And Sauron was able to use the pride of the Elven 
smiths in their work to trick them into forging the Rings of Power. 



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However, the Elves are staunch defenders of the lands of Middle Earth, protectors of its 
greatest beauty, and have stood defiant against the forces of Melkor from the beginning of 
time. Melkor hated them from the first, and from those unfortunate enough to be 
captured by his servants, he created the Ores, a cruel race that is in all ways a foul 
perversion of the Elves. 

Soon, however, the Elves were joined by the Dwarves, or Khazad as they called 
themselves. They were created by Aule the Valar smith from the very hearts of the 
mountains. Indeed he made them before Era created the Elves. But when Era saw that 
Aule had created the Dwarves out of love and not malice he added them to his plan, yet he 
would not let them appear on the Earth before his chosen people the Elves, so he caused 
them to sleep under the mountains until the Elves were established. 
Dwarves were a strong and valiant race, yet as they were created without the aid of Era 
they lack the grace of Elves and Men, They are short and stunted, but do not doubt their 
bravery, their craft - for they are the finest of all miners, masons or stone carvers - nor 
their pride, nor skill with arras. 

When Yavanna created the trees and other plants, she also called into being the Ents, who 
were shepherds for the trees. These gentle creatures live their lives at the same pace as 
the trees they guard, though when they are roused to anger they are powerful opponents 
for they have the strength to break stone and metal. The Elves taught them speech, as they 
taught the other races, and Ents delight in language of all forms. 




Melkor's envy turned to the Ents as well as the Elves, and he created the Trolls, who were 
to stone what the Ents were to Wood. Yet as with all Melkor's creations they were a 
perversion of the original. They are witless creatures, who kill for pleasure. 
Last of the main races came Man. Man was ever mortal, unlike the Elves. However in 
ancient times his span of years was much greater than it is at present, though even then 
mankind was shortlived compared even to the Dwarves. However what mankind loses in 
lifespan he more than makes up in numbers, and it is mankind who is the destiny of 
Middle Earth. 

Thus were the races made. Strife was ever present in the land, as the free people struggled 
against the powers of darkness. Many men fell under the influence of Melkor and fought 
alongside his other spawn against the Dwarves, Elves and Men. 

Eventually Melkor was defeated, though the Valar had to intervene in the course of the 
World. Melkor was banished, but Sauron, his right hand, fell at the feet of Manwe and 
pleaded for mercy. Believing he had repented, the Valar allowed Sauron to remain in 
Middle Earth. As mankind had suffered terrible losses in the battles against the enemy the 
Valar created for them an island in the ocean, half way between Middle Earth and their 
Underlying lands. This was the land of Numen6re. Here men prospered, for most had 
some elvish blood in their ancestry, so the people of Numenore lived long and grew 
powerful. Mighty seafarers, their ships carried trade to all parts of Middle Earth. 



Of the Rings of Power. 

After Melkor had been cast into the void by the Valar, his servant Sauron took on a form 
that was fair of countenance, and called himself by the name Annatar, which means the 
giver of gifts. Now it was in the twelve hundredth year after the casting of Melkor to the 
Void, that Sauron appeared to the Elven smiths, and with fair words he persuaded them to 
make various magical rings. Nineteen rings were made, nine he gave to the Kings of Men, 
seven to the Fathers of the Houses of the Dwarves and three to the Lords of the Elves. He 
then returned to his home in Mordor and went to Mount Doom, where the very earth is 
cracked open, and the fires inside can be seen. In these great flames he forged the One 
Ring. Into this ring he put the greater part of his power, for with it he hoped to control the 
lesser rings and rule all of Middle Earth. 

Now, when Sauron placed the one ring on his finger, the Elves at once knew him for who 
he was. Therefore they hid the three rings from him and raised a great army and made war 
on Sauron. But the forces of evil were large, and the Elves were driven back. Yet when it 
seemed that Sauron must be triumphant, the men of Numenore arrived, and in such force 
that there was no way any could stand before them. 

So Sauron, seeing that there was nothing to be gained by force of arms, resorted to 
subterfuge, and surrendered himself to the Numenoreans. Though he was taken back to 
the island in chains, his glib tongue soon loosed his bonds, and he became the King's 
closest advisor. 

His influence corrupted the whole land. Temples were built to Morgoth, and eventually 
he persuaded the men of Numen6re to sail against the Undying Lands. 



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But the might of the Valar was not to be trifled with. They reshaped the world, 
withdrawing the Undying lands beyond Middle Earth, and they covered the isle of 
Numenore with the sea. Sauron's body was destroyed, but as his power was contained in 
the One Ring he was able to survive even this loss. 

Of the Lands of the West. 

Few Numenoreans escaped, but those that did took the name Dunedain, The Men of the 
West, and founded two great kingdoms in Middle Earth. These were Gondor in the South 
and Arnor in the North. But some of the followers of Sauron also escaped the fall. They 
were called the Black Numenoreans, and they founded the pirate city of Umbar. 
Not all men had gone to Numenore. In the west, the men of Dunharrow had built fine 
cities. In the eastern lands of Rhun and the southern lands of Harad, there were many 
tribes that followed Sauron: the Balchoths, the Wainriders, the Easterlings, the Haradrim 
and the Southrons. 

But Sauron was not defeated. With the power of the ring he made a new body, and led his 
troops from Mordor once again. Gil Galad the elf, with Elendil the Dunedain and his son 
Isildur, led the last great allianc e of the men of the west and the Elves. The men of 
Dunharrow, though they had pledged allegiance, broke their word and refused to fight. 
Gil Galad and Elendil fell in battle, yet the day was won. Isildur cut the ring from Sauron's 
finger, though in doing so he broke his great sword Narkil. On losing the ring Sauron 
could no longer maintain his body, and he was no more than a shadow. 
Yet all was not won, for as Isildur returned from the battle to his home in Arnor, he was 
ambushed by Ores and the ring fell into the great river Anduin and was lost. 

OfHobbits. 

Little has been said yet of Hobbits, mainly because they have yet to enter the story, but 
now they make their appearance, and in this final act, they are to take the centre of the 
stage. Hobbits are a little people, and their ancestry is uncertain, for they do not figure in 
any of the tales of earlier time. Yet they are known to be unobtrusive and may well have 
been living their peaceful lives for some time, unnoticed. 

Whatever reason is given for their earlier obscurity, it is known for certain that shortly 
after the defeat of Sauron at least one large group of Hobbits were living by the banks of 
the Anduin. One day, shortly after the death of Isildur, two of the Hobbits were out fishing 
on the river, when one noticed something bright in the river. He dived in and came up 
with a ring. The other, who was named Smeagol, said, "Give us that, Deagol, my love". 
"Why?" "Because it is my birthday, and I wants it." So it was, but Deagol had already given 
a present, and it was more than he could afford. He refused, whereon Smeagol strangled 
him and took the ring, though whenever he was asked later he always claimed it was a 
present, at least until pressed hard for the truth. 

When he wore it, he found no-one else could see him. So he learned secrets, and used 
them to create mischief, till the other Hobbits turned him out of their hole, and he 
wandered through the land. Finally, he ended up living in the tunnels of the goblins under 
the Misty Mountains, eating raw fish caught with invisible fingers. And though he 
withered, and grew stretched, the ring kept him alive, and took hold of him. It was his 



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precious, and he talked to it, till he almost forgot his own name and was only known by 
the one sound he repeated, a hollow sound, Golhim. 

The other Hobbits continued their journeys across Middle Earth, until they reached the 
peaceful land of the Shire. Here they settled and continued to prosper, living in their 
traditional holes, with the good rooms looking out of the hillside, and the store rooms 
deep inside the cool earth. Eating four meals a day, with snacks to fill up the cracks, And 
enjoying a pint or three of ale, perhaps aided by smoking a pipe full of pipeweed, a habit it 
is said they introduced to wizards and kings. But aside from this one invention, they 
seemed to have little to do with the main flow of events. Yet not all is as it seems. 




Of Wizards and die Despite of Sauron. 

The Valar did not rest with the fall of Numendre, they sent five of the Maiar to Middle 
Earth to continue die fight against Sauron. These were the Wizards, and they took the 
form of old men, with white beards, each carrying a staff. 

Though Sauron had no body, he took the form of a great eye, like that of a cat, red and 
Through his servants, the nine Nazgul, who were the ringwraiths who once had been 
kings of men, he spread his evil throughout the world. In the north, the Witch Kingdom 
Angmar was founded, ruled by the lord of the Nazgul, and its forces destroyed the 
Dunedain kingdom of Arnor, and the kings of Arnor, the heirs of Isildur, were reduced to 3 
wandering in the woods. In the south the kingdom of Gondor was hard pressed, and its,; 

10 



king was killed, leaving no heir, so Gondor is now ruled by a steward, awaiting the return 
of its rightful ruler to reclaim the throne. 

Hard pressed by the enemies that surround it, Gondor nearly fell to the Easterlings and 
the Balchoths. Only the arrival of the Horse Lords from the north saved the kingdom. So 
these flaxen haired warriors, the sons of Eorl, or the Rohirrim were granted the northern 
part of the kingdom as their own, and these plains are now the land of Rohan. 
Isengard, the Northern fortress of Gondor, had been given to the Wizard Saruman to hold 
against the wrath of Sauron. The lands of South Gondor are a desert waste, yet though it is 
much reduced, Gondor is still a great power, bastion of the west against the might of the 
Red Eye. 

Of the other Wizards, two have passed into the East and out of this tale, though one 
cannot say what aid they have given the West through their work. Radagast makes a 
special study of plants, birds and animals, speaking their tongues. The last, Gandalf 
Greyhameis is of most account in our story. He travels far and is known to many. He aided 
the Dwarven king, Thorin Oakenshield, to reclaim his kingdom in the lonely mountain 
from the dragon Smaug. by providing him with a Hobbit burglar. Among their many 
adventures on the way, Bilbo Baggins, the Hobbit, found a ring and then met Gollum. 
After a set of riddles, Gollum failed to guess what the Hobbit had in his pocket, until it was 
too late. Then he discovered that his precious was missing. Bilbo escaped, and eventually 
brought the Ring to the Shire, but Gollum hates Bagginses for ever. 
Gandalf studied Ring lore, and eventually learned that the Ring that Bilbo acquired was 
the One Ring. Bilbo had left the Shire, to go wandering, but Gandalf made him leave the 
Ring behind. It and his hole, Bag End, passed to Frodo, and with it the fate of the world. 




11 



Of Recent Events 

Gandalf has discovered that the Nazgul are abroad. Events have come to a head. Action 
must be taken quickly. Frodo must leave the Shire and take the Ring with him. Until 
further decisions are taken, it would be best to head for Rivendell, where wiser heads can 
decide the next move, and heroes can be found to guard the Ring bearer on the perilous 
journey that lies ahead. 

Gandalf has been called away from the Shire. He should have been back in time for 
Frodo's birthday, September 23rd the date chosen for the quest to begin. But he has not 
appeared, so Frodo, Sam and Pippin have set out without him. 



GAMEPLAY 

In order to encompass all of the events of the War of the Ring, play takes place on three 
levels, each giving you a different degree of detail. You can move from one level to 
another at any time. 

FI LL MAP LEVEL 

This Ls the full Middle Earth Map. This is used to give you an overview of the total situation 
in the war, including the locations of all major forces. 

CAMPAIGN LEVEL 

The level on which most play takes place. It gives you a detailed map of a part of Middle 
Earth. However, you can scroll this to any part of the playing area. All forces in the game 
are displayed as Figures or badges (shields). 

ANIMATION LEVEL 

Finally we have the animation level. This gives you a detailed view of a single place. On 



12 



this level each individual or monster is represented by a fully animated figure moving 
against digitized backgrounds. On this level you can instruct individual characters to use 
items, direct their actions in combat and engage in conversations. This is the level on 
which the game starts with Frodo, Sam and Pippin walking through the Shire. 
As well as operating on these three levels, there is a variety of different types of "playing 
pieces" involved in the game. Obviously it is not possible for you to give orders to each 
individual in the large armies of Rohan or Gondor, nor can the computer plot the 
movement of every Ore. However, no game based on The Lord of the Rings would be 
complete if you could not control Frodo's actions. Therefore you have two distinct types 
offerees under your control 

First there are Characters. At the start of the game you can control the actions of the three 
Hobbits Frodo, Sam and Pippin. As you progress in your quest, you will meet many more 
characters. Some of these, for example Merry or Aragorn, will join the quest, and you can 
then control their actions. Other characters, such as Tom Bombadil or Elrond, will give 
aid and advice, but will not leave their homes. 

At the start of the game, all the characters have a course of action set. If you do not give 
any commands they will follow this course of action. 

There are also large forces, the armies of the Dwarves, of Men and of the Elves. These are 
broken into units ranging from a hundred or so up to several thousand. Although you can 
bring several units together, as at Minas Tirith at the start of the game, you cannot split up 
the individual units. 

Finally, there are objects. These include the Ring, initially with Frodo. Besides this, there 
are many other useful items. Some of them are carried by characters you will meet, others 
you will need to search out. Listen to the words of the wise, for they will pass on to you 
information concerning these items. 

HOW TO PLAY THE GAME 

COMMANDS 

Every aspect of the game can be controlled by using the pointer. This is the picture of the 
blue hand with its index finger extended. On each level there is a series of Icons in a 
column in the top right hand corner of the screen. Moving the pointer over one of these 
and pressing the Command button ( Left Mouse Button, Joystick Button or INS or ENTER 
keys as appropriate) either: 

a ) opens a window, which will offer you a choice of options. You then move the pointer 
over the option you require and press the button again to select it. 

or 

b) In the case of icons that affect individual places or people, it causes the pointer to 
take on the shape of the icon. This can then be moved around the screen until it is 
over the point required. This will be further explained in the appropriate sections. 
There are also many points in the game where events occur that require you to make a 
decision. For example two characters may meet. You may then have to decide if they 
should join forces or not. In these circumstances the computer will display a window 
with options. You must select one of these with the pointer as in a) above. When this 
happens the pointer will return to its normal gauntlet shape, cancelling any command 



13 



you were halfway through. 

As it is sometimes inconvenient to have to click on an Icon, it is also possible to use the 
keys to force certain commands. These are listed in the commands section, and as each 
command is explained the keys will be listed alongside the icon-based command. 

LEVELS AND ICONS 
Full Map Level 

This is the overview level. It shows you the whole of the playing area, with forces under 
your command indicated by blinking blue dots, evil forces as red dots, and neutral forces 
as green dots. While you are on this level time does not pass. In the top right hand corner 
there are four icons:- an eye, a scroll, a magnifying glass and an hour glass. 
THE EYE 

This allows you to gaze into Galadriel's Mirror, the magic pool in Lorien. It brings up a 
window that tells you what forces are moving, where your forces are headed or who they 
are following. It tells you which of the evil forces are active, not giving you any details of 
their movement. To clear this window press the control button anywhere on the screen. 
Instead of clicking on this icon, you can press S (for Status). 
THE SCROLL 

This brings up the archive menu, allowing you to save and restore games. 

You may only have one game saved at any time. Saving a new game will destroy any 

previously saved game. 

Select the option you require and the computer will automatically save or restore the 
game. Assuming your disks are hot damaged, a window will appear telling you that the 
game has been saved or restored successfully. 
Instead of clicking on this icon, you can press A (for Archive). 
THE MAGNIFYING GLASS 

Allows you to move down to the campaign level. Clicking on this icon changes the 
pointer to another magnifying glass. Move it to the part of Middle Earth you wish to 
examine, then click the mouse button again. 
Instead of clicking on this icon, you can press M. 
THE HOUR GLASS 

This allows you to select the speed at which the game will run, which you may change 
any time. There are three speeds: 
Normal 
Hasty 

Very Hasty. 

When you click on the Icon a window opens listing the speeds. Move the pointer over the 
speed you want and press the control button again. The new speed is now set, and the 
window closes. 

At the start of the game you will probably want to set time to very hasty. However as 
progress, you will find that you need to reduce the speed in order to control all the 
options at your disposal. 

The time setting controls the rate of all actions in the game. You will find that when 



i , 



meet several people at once, you will need to have the time setting on Normal or their 
speech may disappear from the screen too fast for you to read. 

Instead of clicking on the Hourglass Icon, you may press T to open the Time window. 
The Campaign Level 

This level gives you a fairly detailed view of an area of Middle Earth around 250 miles by 
1 50 miles. For those people who prefer to measure distance as subdivisions of an 
inaccurate French estimate of the circumference of the Earth this is about 
400 x 250 kilometres. 

To see other parts of Middle Earth you may either move up to the Full Map Level and then 
use the Magnifying Glass to examine another area, or you can scroll the map until the area 
you are interested in appears. To do this move the pointer to the edge of the screen. The 
map will start to scroll to reveal what lies beyond. In order to stop, simply move the 
pointer away from the edge. 

All terrain features including woods, hills, rivers and towns are shown. Individual 
characters are displayed as small figures. Where one character is following another only 
the character commanding the party is shown. Those characters, forces and parties that 
are active in the game and that you may control flash. 

Large forces are shown as a shield. This tells you what type of force it is. The background 
shield design tells you where the force is from, the weapon indicates the type of force. 
Most forces are indicated by a round shield. Elite forces, such as the Gondor Tower < 
Guard, are marked by an heraldic shield. 

Types of forces:- 

Cavalry A horse's head 

Infantry A sword 

Light Infantry A spear 

Dwarf An axe 

Elf A bow 

Trolls A club 

Ores A scimitar 

Corsairs A scimitar 

The countries are indicated by the following shields:— 

Rohan A green shield decorated with a white horse. 

Gondor ( Minas Tirith ) A blue shield decorated with a white tree. 

Gondor ( Dol Amroth ) A blue shield decorated with a white tower. 

Gondor(Other) A plain blue shield. 

Dale A plain aquamarine shield. 

Elf or Ent A plain green shield. 

Ercbor A plain aquamarine shield. , 

Iron Hills A plain dark green shield. 

Saruman A red shield decorated with the White Hand. 

Mordor (Minas Morgul) A black shield decorated with the lidless red eye. 

Harad A red shield decorated with the lidless red eye. 

Easterlings A purple shield decorated with the lidless red eye. 

Umbar A red shield decorated with a ship's sail. 

Dunlendings A plain wooden shield. 



If you position the pointer over any character or place on the screen and press the control 
button a window will open at the top left of the screen telling you who, what, or where it 
is you are pointing to. 

Some of the evil characters, most notably the Nazgul, are able to hide. When they do this 
their symbol disappears from the screen. You then have to remember or guess where 
they are. 
ICONS 
THE EYE 

Once you have clicked on a character or force, clicking on this Icon allows you to 
discover their status. If you are yet to select anyone then you will be told to select a force. 
See the description of combat for a fuller explanation of character status. 
Instead of clicking on this icon, you can press S (for Status). 
THE MAP 

This takes you up to the Full Map Level. 
Instead of clicking on this icon, you can press U. 
THE MAGNIFYING GLASS 

As on the full map level, when you click on this icon the pointer is replaced with a 
magnifying glass. You can then place this over the area you wish to examine before 
pressing the control button again. This then takes you to the Animation Level. 
Instead of clicking on this icon, you can press M. 
THE HOUR GLASS 

This works exactly the same way as on the Full Map Level. 

This allows you to select the speed at which the game will run. You may change speed at 

any time. There are three speeds:— 

Normal 

Hasty 

Very Hasty. 

When you click on the Icon a window opens listing the speeds. Move the pointer over the 
speed you want and press the control button again. The new speed is now set, and the 
window closes. 

Instead of clicking on the Hourglass Icon, you may press T to open the Time window. 
THE ARROW 

This is used to give movement orders to characters or forces. 
Instead of clicking on this icon, you can press G. 

Animation Level 

If you move the pointer over any figure and press the control button a window will open 
telling you who they are and what they are doing. 
ICONS 
THE EYE 

This allows you to gaze into the Mirror of Galadriel and see the status of characters on 
screen. Normally it will give you the status of the lead character, but if you have clicked 
on any figure, it will give you their details. 

.■' ■. ■ ■ m 

16 



Instead of clicking on this icon, you can press S (for Status). 
THE MAP 

This take you up to the Campaign Level. 
Instead of clicking on this icon, you can press U. 
PROVISIONS 

This allows you to control objects. 

Clicking on this icon opens a window with three options:- 
Put Down an Object 
Take an Object 
Use an Object. 

Instead of clicking on this icon you can press O. 

If you wish to use or drop an object select the appropriate option. If you are not carrying 
anything a window will inform you of this. Otherwise a window will open giving a list of 
objects that the character is carrying and you will be asked to select one by pointing at it 
and pressing the control button. If you decide you do not wish to use or drop any item 
press the control button with the pointer anywhere outside the window. 
If you wLsh to take an object, select this option. If there is nothing you can take, the 
window will tell you this. Otherwise a window opens asking you to select the object, and 
listing the objects available. Move the pointer over the object and press the control 
button. You will then see the character pick up the object and continue on his travels. 



GIVING ORDERS 

In order to control the progress of the game you need to give regular orders to the 
characters and forces at your disposal. 

You can only pick forces' destinations. They will then move there at their own rate. There 
is no way you can cause them to exceed their natural movement rate. Hobbits are slower 
than Wizards or Nazgul. 

To give an order you must be on the Campaign Level. If you are on the Animation l.evel 
you will need to move up a level either by placing the pointer over the MAP icon and 
pressing the control button, or by pressing the U key . If you are on the Full Map Level you 
need to move down to the Campaign Level using the magnifying glass. Turn the pointer 
into a magnifying glass either by clicking on the icon or pressing M, then place over the 
part of Middle Earth you are interested in and press the Control Button. 
To give a movement order turn the pointer into an arrow by clicking on the Arrow icon 
or pressing G then move this over the character or force you wish to command. Press the 
control button again. This should open a window in the top left corner of the screen, 
which tells you who you have selected and where they are currently heading. Characters 
or forces following another character are listed immediately after the character they ar 
following and are indented a small amount. 

The pointer will also have changed. The shaft of the arrow has now become the word TO. 
If you want all the characters to follow your orders, move the pointer to the destinat 1 
you wish to set and push the control button. 
If you only want part of the force to follow the order, you first have to pick which units 
you are interested in. Move the pointer over the window and click on the character yc 
wish to command. You will also command all his followers. 

ENCOUNTERS 

As you travel the roads of Middle Earth, you will meet many other characters. Many 
ask you to stop and talk These are generally characters over whom you have no control. 
When you meet them a window will open at the top right of the screen. This gives you the 
option to go to the encounter or to continue on. If you continue on, you ignore the 
encounter and lose the chance to gain the benefit of the traveller's wisdom. Going th 
takes you to the Animation Level. 

When two characters meet, you will be offered the choice of one following the other 
not. If they join forces, the two figures will be replaced by the single figure of the leader. 
If a force meets a commander, he will offer his services. You must choose whether you 
want them to follow or continue on. 

If two forces pass they will continue their separate ways unless there is a leader present. 



COMBAT 

When you meet enemy forces you are forced to fight. If characters rather than armies 
involved, you will be taken to the animation level where you will see the action animated 
for you on screer>. 



When the two forces meet a window opens in the top right of the screen. This window 



looks something like this: 



Charge 


Engage 


Withdraw 


Retreat 


Good 


D 


■ 


□ 


Q 


Gandalf 


a 


■ 


□ 


□ 


Aragorn 


□ 








Frodo 


D 




o 


□ 


Sam 


n 




□ 


□ 


Merry 


□ 




□ 


□ 


Pippin 


□ 




o 


D 


20 Lt. Inf. 



Evil . . ft ; 
Nazgul Lord 
2nd Nazgul 
20 Ores 



Charge 



Engage 
Withdraw 

Retreat 



As you can see this window lists all the forces involved in the battle. The first column 
listing the good forces, the one you are commanding, and the second column the evil 
forces, controlled by the computer. There is also a large grid of boxes. These are used to 
control the actions of the forces under your command In each row there are four boxes, 
representing the options available to each character. The first column is charge, then 
engage, withdraw and finally retreat. These are labelled along the top of the window. 
In each row one of the boxes is filled with a black square. This is the option that that unit 
is currently taking. Remember each row refers to an individual character or force. At the 
start of the combat all the characters and forces are set to engage. 

launch a major attack, once you are involved in combat this reverts to 
Engage. Gives you a first hit advantage. If you destroy your opponent, you- 
receive no losses. If you don't both sides sustain heavier losses, 
start to fight or continue fighting. 

leave the melee and stop fighting but remain close by. If the other characters 
are killed you will then be attacked. 

leave the combat and try to escape. Characters that make it to the edge of the 
screen cannot be killed. If your side is victorious they will walk back on 
screen. If not their figures will appear on the campaign screen at that point 
and they will continue with their orders. If they were following someone 
then they will initially go back to their default orders and you will need to 
give them fresh orders. 
In order to make a character follow any option, you move the pointer to the appropriate 
box and press the command button. The black square will then move to the box you have 
pointed to. Once a character is killed or a force completely destroyed the black square 
disappears from the row. 

The characters are normally listed in black type. This is to indicate that they are hale and 
hearty. If they are wounded then the type will change to red. If they are finally killed it 
turns grey. 

Forces do not get wounded. Instead, more and more members of the unit are killed until 
it is finally wiped out. 

Combat continues until all the forces on one side are dead or have retreated. Evil units 
will not normally retreat, though some of the more intelligent (e.g. Nazgul) may in 
some circumstances. 



19 



r 



If you sire victorious, your forces will continue on their journey, unless any member or 
members of the party have been killed, in which case all present will gather around the 
corpse to pay their respects to the dead. You may then use the provisions icon to collect 
any useful items that they may have been carrying. 

If you lose, then the characters and their possessions are lost for ever. Except if the Ring is 
taken. In this case the Nazgul will run for Barad-Dur or Orthanc. You have the chance to 
intercept them on their journey and win the Ring back. Of course, if you fail, you will lose 
the game. 

Remember that if you attack a fortress or other defended place you will suffer greater 
losses than if you were fighting on equal footing. Also if you are secure behind defences 
you will be better placed to face the enemy. Citadels provide greater protection to 
defenders while walled cities, such as Minus Tirith, provide the greatest advantage. 
Certain characters have special links with Middle Earth that means that they cannot be 
killed. The Nazgul have their souls trapped in the nine rings. Therefore killing them 
merely destroys their bodies. They will reappear later in Mordor. Gandalf and the other 
Wizards are on a mission from the Valar to destroy Sauron, so if any of them are killed they 
may return in a more powerful form. 



ENDING THE GAME 

You win if you manage to get the Ring to Mt. Doom, and lose if Sauron's forces manage to 
get the Ring and take it to Barad-Dur. In each of these cases the game will automatica 
end. You will also lose if Sauron's forces appear to be winning the war. This is signalled ! 
the loss of any 3 of the good force's major strongholds: Hornburg, Edoras, Minas Tirith, 
Lorien, or Thranduil's palace. 
If you wish to leave a game and return to it later, go up to the Full Map Level. Click on the 
scroll icon to open the save/restore window, click on the Save Current Game option. The 
machine should tell you the game has been successfully saved. You can now eject the 
disks and turn the game off. 

When you wish to return to this position, load the game, then come back to the Full Map 
Level by moving up twice. Click on the scroll icon and select the Restore Game option. 
The game will then be restored to the position in which you left it. 
If you wish to quit a game without saving it, press X. You will then be asked if you re 
want to quit If you select the option to quit, the game is lost forever. If you wish to 
continue play or if you decide to save the game, select the option to cancel. 
If you want to leave the game for a short while, press P to pause the game until you return. 



WINNING STRATEGIES 

In order to win the game you need to destroy the Ring. This can only he done by 
to Mt. Doom, deep in the very heart of Mordor. This means taking the Ring to the cen~ 
of Sauron's power. You were expecting Gandalf to be with you to provide you with 
advice and help, but he has not arrived. You cannot afford to wait any longer; already 
strange black riders are about in the Shire asking after Mr. Bagglns. 



20 



You can set off with the fellowship and head directly for Mordor, bu t the way is long and 
there are many dangers. Armies of Ores and other foul beasts will block your path. You 
may be lucky and evade them, but it is a very risky undertaking. 

To the East, along the Old Road is Rivendell, the Last Homely House East of the Sea. Here 
Bilbo found aid on his adventures. This may be where you can find aid on your quest 
There are many heroes here, from all the races of Middle Earth, Elves, Dwarves and Men. 
Here too you may find Gandalf. 

As to the route that you take to Mordor, you will need to choose this with care, Jj 
The easiest path would take you down the West side of the Misty Mountains and through 
the gap of Rohan, across the plains of that fertile land and then down to Minas Tirith. But 
as the Wizard Saruman has become corrupted the gap of Rohan is no longer safe, foAe^ 
has amassed a great army of Ores and evil men in the castle of Orthanc, and your journey 
would be forced to pass too close to this danger. 

All other routes take you across the Misty Mountains. You may choose to follow in Bilbo's 
footsteps, but this takes you through Goblin Town; or you may try to cross at Moria, 
this once proud Dwarven Kingdom is now overrun with Ores. Unless you risk eithdr I 
these passes, you will need to cross high in the mountains, facing whatever perils you 
may. But at least if you cross the Misty Mountains you may hope for aid from the Elves 
of Lorien. it. ... • * u, M 

Not all the people of Middle Earth are against you, but even those who fight Sauron need 
some token to prove the truth of your embassy to them, before they will commit 
their forces. For example you need to present The Red Arrow to King Theoden of Rohan 
at his palace Edoras in order to mobilize the riders of the Mark. To mobilize the Dwarves, 
someone must present them with The Dwarven Ring. Similarly Gondor will only 
mobilize if presented with The Sceptre of Annuminas, and the Elves only if you take them 
The Silver Orb. 

Obviously, if The Forces of Evil attack these nations they will then defend themselves. 
But, by then, it may be too late. If you can find these items and deliver them, before the 
need to head towards Mordor is pressing, you may be able to mobilize your forces earlier 
and so distract Sauron from looking for the Ring. Therefore, listen to the words of the 
wise, for only by heeding their advice will you learn the location of the objects you seek. 
There are many other useful items that lie scattered over the face of Middle Earth, and 
again you will need to talk to the characters that you meet in order to find their 
whereabouts. You may pick up magic swords, coats of Mithril mail, healing herbs, all of 
which will aid you with your quest if you use them well. Bear in mind that if you do not 
collect these items early you may be too hard pressed to be able to search for them later. 
Do not ignore them for they can prove the crucial factor that allows you to defeat the 
forces of evil. 

In some ways the strategy of the game has certain similarities to that of American Football. 
You have lots of units in play, but the only one that matters is the one carrying the ring. 
The others are used to clear a path for the Ring bearer, by destroying the enemies' forces. 
Most of your forces are not in position at the start of the game. The Elves are in Lorien, the 
Dwarves in the Iron Hills and the Lonely Mountain in the North East. The men of Gondor 
and Rohan are dispersed throughout their lands, and the Rangers are in Bree. You want to 
give all your units orders, so that you get enough troops into the field to face the huge 
armies of Saruman and Sauron. 

21 



Should disaster befall you and Frodo dies, a new Ring bearer will be chosen. If the Nazgul 
capture the Ring, by slaying the Ring bearer and all his companions, they will head for 
Mordor. If you can intercept them on their journey you may be able to win the Ring back. 
If not, then you will lose as soon as they reach Barad-Dur. It pays therefore to protect the 
Ring bearer well. > 

You may well want to gather the Rohirrim at Helm's Deep and the Gondorians at Minas 
Tirith, until the forces from further north arrive. Remember that it is much easier for 
them to defend themselves if they are behind the sturdy walls of their fortresses than if 
they are caught in the field. Of course this applies to the forces of evil as well, so do not try 
to assault their stronghold unless you have overwhelming forces. 
It is possible to win the game using the basic tactics followed in the book. The Rohirrim 
are strong and once mobilized, they will hold back the forces of the White Hand for a long 
time, particularly if they are fighting from behind the defences of the Hornburg. The men 
of Gondor will hold Minas Tirith for many turns against the might of Sauron's Ores and 
Nazgul. Then, with luck, you may well be able to slip through. However, it is not certain. 
Remember lhai in the book Frodo had main near escapes. 

You may well want to try other options. If you bring the forces of Dain and Brand down 
In mi the North, you may well be able to amass a large enough army to force your way 
through the gates of Mordor. Remember that although these forces are not mentioned in 
the books, this is because it is written from the Hobbits' point of view. They report only 
what they see. The appendices make it clear that these forces were involved in bitter 
combat against Sauron's forces. 
The quest will take a long time. Over the course of the game you will need to make several 
decisions. You will need to keep on updating the orders to your units, so that they make 
the best moves. Keep checking all the unit's orders, so that you can change them as the 
new situation dictates. Bear in mind that new forces may become available for you to 
command. Hopefully you will then succeed in your task. 

Always remember the words of Robert the Bruce "If at first you do not succeed, try . try 
again!" There are an infiniate number of options that you can take throughout the game. 
No two games will follow exactly the same pattern. This is not a game that you can master 
in one session. A single game may last several hours, and only offers one possible path 
through the myriad options. Even if you gave identical orders, random factors will affect 
the outcome of the game. Choosing the correct options will limit the cruel blows of fate, 
but you can never be certain of success. Thus, as you come to know the game it will reveal 
more of its secrets, but there may always be something you have not seen, and therefore 
cannot plan for, that lies in wait to affect your plans, for weal or woe, adding spice to the 
game and hopefully prolonging your enjoyment 



22 




GLOSSARY 



This is an alphabetical listing of all the places, people and races that appear in the game, 
War in Middle Earth, along with other references that have been included for 
. completeness, so that it is possible for the reader to understand certain terms used here in 
the introduction. Those entries that refer to a place have a grid reference given. This 
applies to the grid that is printed on the map you will find in the box. While these 
coordinates are not on the map on the screen, the map is the same, so you can use the 
nted map to find your way about the screen. 



Ages 



Time In Middle Earth is counted with respect ® Ages, long periods of time bounded by 
f great events. Hie First Age of the Sun began with the creation of the Sun and the coming 
i; .^jraen, and lasted till the expulsion of Melkor. The Second Age was the time of 
y > j|fejumen6re. The Third Age is the Age of Rings, and will last until Sauron is defeated and the 
J$t King returns. 



T||£ndrthern coast of the Bay of Bclralas This forms the Western part of the southern 
coast of the Land of Gondor, from the River Lethund to the River Morthond, between the 
Pinarth Gelin hills and the sea. 
Angmar * 

The old Witch-Kingdom, founded by Sauron and ruled by the Witch King, Lord of the 
NjfMpll The men of Angmar, eventually crush*! the kingdom of Amor. Its purpose served, 
Sauron called the Witch King back to Mordor, and Angmar passed, but it is still a blighted 
land Tbenpuence of its evil is found even up to the borders of the Shire. 
Aragorn 

The heir ofbildur, he is the rightful king of Gondor and Arnor. A brave fighter, he carries 
Narkil, Isildur's sword mat was broken cutting the one Ring from Sauron's finger. 
A powerful figure, he is a leader of men and when he claims his inheritance his presence 
is enough to cause others to follow, especially those who owe favours to his forefathers. 
He i*one of the few men of the west that Sauron fears. He travels Middle Earth under a 
variety of names, working to overthrow Sauron. 



ffi TOffioM northern kingdom of the Du ned a i n , defeated by the Witch King of Angmar at the 
battle of Fornost a thousand years before the current events. 



24 



B 

Balchoth 

A fierce barbarian people, part of the Easterling race, who lived on the Eastern border&of 
the land of Gondor. Although they were defeated by the combined armies of Gondor and 
Rohan several centuries before the War of the Ring, and they proved little threat to the 
the people of the West from then on, they were still allied to Sauron and provided force 
for his army. 
Balrog 

These servants of Melkor were some of the most fearsome monsters ever seen in his 
armies. Only the Dragons were more powerful, and the last dragon, Smaug the 
Magnificent was killed by Brand of Dale. Balrogs were Maiar who had followed the evil 
path, and been transformed into Demons. Surrounded by sheets of flame and wings of 
shadow, their chief weapon was a many thonged whip of fire, though they also wielded 
swords, axes and maces. Most Balrogs were destroyed many ages ago when the War of 
Wrath destroyed Melkor, but some hid under the roots of Mountains. It was a Balrog, 
disturbed by the deep mining, that destroyed Moria and killed Durin. It is said that he 
sleeps still in the deeps of that lonely place. 
Barad-Dur 

The dark tower, Sauron's great fortress in Mordor. Barad-Dur stands on a spur of the Ered 
Litui or Ash Mountains that form the Northern boundary of Mordor. 
Bilbo Baggins 

Elf friend and some-time burglar, or treasure seeker if you prefer to read the rune politely. 
Bilbo was chosen by Gandalf to be the fourteenth member of Thorin Oakenshield's party 
to reclaim the Kingdom under the Mountain. Along the way he had many adventures, not 
least of which was getting lost in the goblin tunnels, finding the Ring and riddling with 
Gollum. He returned to the Shire a rich man, but left taking only a few essential items to 
wander again - leaving Bag End and the Ring to Frodo, finally ending up living with 
Elrond and the Elves at Rivendell. 
Tom BombadU 

Old Tom BombadU is a merry fellow 

Bright Blue his jacket is, and his boots are yellow. 

No-one is quite sure who Tom Bombadil is. He lives in the Old Forest, and has power over 
the trees there. Magical he certainly is, his songs may seem to be just doggerel, but they 
have power in them. Even the one Ring has no power over Bombadil, but he is no Wizard. 
Life outside the forest seems to have no interest for Tom, he lives simply with his wife 
Goldberry, the river daughter. He is most hospitable to travellers, though not many pass 
his house deep in the old forest, and like many Elf houses it is not easf to remember how 
long you have stayed under his roof. 
Boromir 

Boromir is the son of Denethor, the steward of Gondor. He was sent north to the House of 
Elrond in search of aid for Gondor as they face the threat of renewed attack by Sauron. 
The aid that he seeks is not in the form of men, rather he is looking for the solution to a 
riddle. He is proud, brave and strong and is a fine warrior. 



25 



Brand III 

Slayer of Smaug the Dragon, Brand was honoured by the people of Dale and became their 

ruler. 

Bree 

Standing on the great east road that runs from the Shire to Ri vendell, the small town of 
Bree, with its associated villages of Chetwood, Staddle, Combe and Archwood, formed a 
small pocket of habitation, in the middle of the wilderness. They were unusual in that 
Men and Hobbits lived side by side, though most of the Hpbbits lived in Bree and Staddle. 
Regarded as slightly odd by the Hobbits of the Shire, nevertheless the arrangement 
seemed to please all. As it stands on a road, Bree boasted a fine inn, "The Prancing Pony". 
Though in these times traffic along the road is not what it used to be, the inn is still ,. 
well kept by Barliman Butterbur. 
Buckland 

On the east bank of the Brandywine River, between the river and the hedge that keeps the 
Old Forest back, Buckland is outside the Shire proper. Founded by the Oldbuck family, 
who had built Brandy Hall and changed their name to Brandy buck, it was almost their 
private domain. Bucklanders are regarded as slightly queer by the inhabitants of the Shire 
proper, though not so much so as the Hobbits of Bree. Bucklanders are more likely to be 
involved with boats and other innovations. Both Frodo and Merry are Bucklanders. 



c 

Cair Andros 

An island in the River Anduin, upstream from Osgiliath. Still held by the men of Gondor. 
Calembel 

A town in Western Gondor. 
Carach Angren 

The name means Iron Jaws, an apt description for this forbidding place, the fortifications 
at the entrance from Udun into the Plains of Mordor themselves. They are in the North 
Western corner of Mordor and form a second line of defence after the fortress of 
Morannon. 
Celeborn 

Husband of Galadriel, Celeborn is the King of the Elves in Lorien. He is one of the great Elf 
Lords, and his deeds form much of Elven history as it is told in the SUmarillion. 
Cirith Ungol 

The path of the spider, a route through the Ephel Duath — the Mountains of Shadow - into 
Mordor. This is the route Go 11 urn took out of Mordor, and it is not well guarded by Sauron. 
Corsairs 

These pirates, who sailed out of the havens of Um bar in the far south in their black sailed 
ships aided by the power of many slaves pulling on oars, filled all who saw them with fear. 
They traced their origins to a mixture of Black Numenoreans, Haradrim and to rebels 
from Gondor. 



26 



D 

Daln 

King of the Dwarven Kingdom in the Lonely Mountain, established by Tborin 
Oakenshield and his party of twelve Dwarves and one Hobbit Dain was like Thorin a 
grandson of Dain I, and arrived at the Lonely Mountain with his followers in time to fight 
in the battle of the five armies, where Thorin fell. Thus rulership of the newly reclaimed 
Kingdom passed to Dain, with his five hundred warriors, and the other Dwarves who 
came to the Lonely Mountain from their wandering life after the battle. The Kingdom 
blossomed, and Dain can bring a large force of Dwarven warriors to the aid of the free 
peoples hi the forthcoming war. 
Dale 

The Kingdom of Men, based round Esgaroth the lake town below the Lonely Mountain, 
ruled over by King Brand, the slayer of Smaug. With Smaug dead Dale flourished once 
more. 
Denethor 

The Steward of Gondor, which is to say, he rules the southern kingdom of the Dunedain 
until the return of the King. Though there have been stewards in Gondor for nearly a 
thousand years, none would yet dare to declare themselves King. Denethor realises that 
he does not have the forces to fight the armies of the East, and sees little hope of help 
coming from the other lands. Therefore he has taken to trying to use sorcerous means to 
defeat Sauron. 
Dervorin 

A noble of Gondor, leader of the men of Ethring. 
Dernhelm 

A noble of the Rohirrim, a member of the muster of Rohan that gathers in Edoras. 



Dimrill Dale 

Outside the East gate of Moria, above Lorien, the golden wood of the Elves, lies Dimrill 
Dale. Here is the lake Mirrormere, where the crown of Durin can be seen reflected, 
waiting for his return. From the Dale, the River Silverlode flows down to Lorien. 
DolAmroth 

One of the five cities of Gondor, Dol Amroth is a great port. It stands on the coast of the 

BayofBelfalas. 

Dol Guldur 

The Hill of Sorcery, Dol Guldur is the fortress in southern Mirkwood that Sauron fled to 
after being first driven out of Mordot Though he has now returned to Minas Morgul, Dol 
Guldur still remains a place of evil, inhabited by Ores and other foul beasts. 
Duinhir 

A noble of Gondor, leader of the men of Lamendon, these will muster at the hill known as 

Erech. 

Dunedain 

The last survivors of Numendre, the legendary island kingdom to the West that fell due to 
Sauron's corruption at the end of the Second Age and was swallowed by the sea. The 
Dunedain provided the royal families of Gondor and Arnor. They are taller than other 
men, long lived, brave and true. 
Dunhaxrow 

Among the men who did not go to the land of Numenore the men of Dunharrow were 
those whose achievements were greatest. They built great cities and their writ covered 
large parts of Southern Middle Earth, yet when the Dunedain reappeared, they gave 
tribute to them, and pledged allegiance. But when Isildur called them to fight, they did 
not answer, so they became known as the oath breakers, and their unhappy spirits wait 
yet for a chance to fight for the king to honour the oath and win their freedom. 
Dunhere 

The Lord of Harrowdale in Rohan. 
Dunlendings 

Before the Rohirrim rode down from the North, the fertile valleys of what is now Rohan 
were occupied by the Dunlendings. Now the Dunlendings considered the land to be 
theirs by right, but then on the occasions that they tried to drive the Rohirrim from the 
land they were driven back into the hills. Thus there was great enmity between the two 
people. Therefore the Dunlendings made a pact with the Wizard Saruman, and in return 
for the promise of their land they interbred with Ores to provide Saruman win the race of 
Half Ores. Thus at Isengard there is a large army of Dunlendings, Ores and Half Ores, 
pledged to drive the Rohirrim from their lands. 
Durthang 
A castle in Mordor. 

At the beginning of time the Valar smith Aule fashioned the seven fathers of the Dwarves. 
At that time the power of Melkor was strong in Middle Earth, so the Dwarves were 
fashioned as a sturdy race, unaffected by cold or heat. They are short and stocky, 
indomitable, persistent in any endeavour, if sometimes to the point where their 

' <r''RL,W&l .. ■ ... I 

28 



stubborness is a disadvantage. The Dwarves live deep in the mountain, mining for 
precious metals. Indeed, the short long bearded Dwarves for all their lack of grace had a 
strong sense of beauty, and were master craftsmen, both with stone and metal. The 
Dwarves were staunch allies of the Elves, and in the early wars many were slain in battles 
against Melkor. Indeed they were the only people to withstand the dragons for they were 
smiths used to the heat. But they desired the Silmarils of Feanor and their attempt to steal 
this led to enmity between the races of Dwarf and Elf. The greatest of the Dwarven 
kingdoms was that of Moria, or Khazad-Dum, of which more is said elsewhere. By the time 
of the War of the Ring all the great Dwarven kingdoms had fallen, and the Dwarves had 
become a wandering people, with a few small scattered kingdoms, like the Kingdom- w> 
under the Mountain refounded by Thorin Oakenshield and Dain Ironfoot 
The Dwarven Ring 

The last Dwarven Ring, one of seven made by Sauron and presented to each of the houses 
of the Dwarves. It was believed that all had been lost, consumed by dragons or recovered 
by Sauron. One, however, is still present in Middle Earth. If presented to the Dwarves of 
Erebor they will mobilize. 



E 

East Emnet 

That part of Rohan that lies between the River Entwash that flows out of Fangorn forest, 
and the great River Anduin into which it flows. , 1 t { . - 

Easterlings 

This is the name given to all of the races of men who did not come to the West, but stayed 
in the East under the evil influence of first Melkor and later Sauron. They were in general 
shorter and broader than the free peoples of the West, stocky with a swarthy complexion, 
they wore beards like the Dwarves. They were fierce fighters, often armed with two 
handed axes, though the various races each had their own specialities. 
Edoras 

The royal born courts of the Rohirrim. Here was Meduseld, the feast hall of the Kings, 
with its roof of gold. Hence the King of Rohan was also known as the Lord of the Golden 
Hall. 
Elf 

The first born, the immortal Elves, were the chosen people of Em. The Elves were tall and 
willowy, fair of face, they had the radiance of the stars in their eyes. Their sight is as keen 
as that of an eagle. They were free from pestilence, but they could be slain in battle, or 
perish in flames. They called themselves the Qunedi, the speakers, and they delighted in 
fine speech and fair song. Lovers of beauty, the Elves were skilled in craft of all forms, 
especially in those arts that are called magic by men. It was their craft and their pride that 
brought many of their troubles. Feanor created the silmarils, great jewels with the light of 
the trees in them, and it was his refusal to give these up when the trees were destroyed 
that led to many of the wars between Elves, recounted in the Silmarillion. It was the Elves 
that fashioned the rings of power, having been tricked by Sauron. 
Elfhelm 

One of the Rohirrim horse lords. 



Elrond 

The half Elven keeper of the last homely house east of the sea. Elrond was one of the 

greatest of the Elf Lords. 

Ents 

The tree shepherds, or Ents, are among the oldest living creatures in Middle Earth. There 
are Ents that have lived ever since Yavanna created the trees. They are a slow and 
determined race, living their lives at the pace of trees. Their own language is full of long 
and rolling names that tell the whole story of whatever they describe. They have a love of 
all speech, even the hasty chirping tongues of men. Ents are powerful; they have the 
strength to rend stone or crush iron. They are generally peaceful, keeping their anger for 
those who wield axes - they distrust Dwarves and hate Ores. When roused they can move 
with surprising effect. However, they are not a plentiful race. The Entwives have 
disappeared, they left the dark forests to tend the other plants and Melkor's evil seems to 
have driven them away, so no new Endings have appeared since, and some of the Ents 
have become treeish and lost their mobility, becoming Huorus. 
Isomer 

Son of Eomund and third lord of the Riddermark, Eomer is one of the Lords of Rohan. He 

is the sister son of Theoden, that is to say he is Theoden's nephew. 

Eowyn 

Sister of Eomer, fiowyn is a shield maiden, that is to say a female warrior. Theoden, 
however, does not approve of her venturing onto the field of battle, and wants her to 
(Stfeafn in Edoras and rule in his stead. 
Erebor 

The lonely mountain, now home of the Dwarven Kingdom ruled by Dain, this had been 
for a long time the home of Smaug the Magnificent, the last surviving dragon. The story of 
how Thorin Oakenshteld refounded the kingdom is told in "The Hobbit ." 
Erech 

A hill in western Gondor. Set into its summit is ablack stone, brought from Numen6re by 
Isildur. Here the men of Dunharrow swore allegiance to Isildur and pledged to fight 
against Sauron. 
Erkenbrand 

Lord of the Mark, Erkenbrand is in charge of the Westfold of Rohan. 
Ethering 

A town on the River Ringlo in Western Gondor. 



Ml? 




30 



Fangorn 

Is the name of the old forest in Rohan, and of the oldest Ent that lives there and guards it. 
Faramlr 

The second son of Denethor, he was in charge of the Rangers of Ithilien, a special band of 
Knights of Gondor, who dressed in Forester's Green. They were charged with the 
defence of Gondor's borders against the forces of Mordor. Faramir was brother to 
Boromir, and though he had his brother's ability in battle, he lacked some of 
Boromir's pride. 
Frodo Baggins 

An exceptional Hobbit, he was the heir of Bilbo the hero of "The Hobbit". When Bilbo left 
the Shire to live with the Elves, Frodo inherited his House and the Ring Many Hobbits 
would say that his being half Brandy buck and having Bilbo's friendliness towards Elves 
and Dwarves made him unusual, but non-Hobbits would see the comfort-loving 
food-loving complacency of other Hobbits. 



Galadriel 

The Elf Queen of the Golden Wood, wife of Celeborn. Galadriel spent much of her youth 
living with Melian the Maiar in Valinor, and when she returned to Middle Earth she set 
about building a woodland garden that was based on the Gardens of the Undying Lands. 
Although Lorien, her Kingdom, is but a mere shadow of those gardens it is still one of the 
loveliest places in Middle Earth. Galadriel is wise in those crafts men often refer to as 
magic, and wears one of the three Elven rings. 

Gandalf >i 
One of the Council of Five Wizards, Gandalf the Grey, as he was known by men, made 
especial study of the lore of rings and of Hobbits. He was involved in arranging for Bilbo to 
join Thorin Oakenshield's expedition to the Lonely Mountain, discovered the true nature 
of the Ring and arranged for Bilbo to pass it on to Frodo. He is friend of eagles, known to 
the Ents, he has the ear of the Lord of die Mark, and of the Steward in Gondor. The Elves 
have trusted him with one of their three great rings, the Ring of Fire. 
Gimli 

Son of Gloin, Gimli has accompanied his father from Erebor to RivendelL with the news 
that Sauron is looking for the Hobbit Baggins, once known to the Dwarves, seeking a small 
ring that has been stolen. A staunch fighter, Gimli 's axe has shortened the neck of many 
an Ore. 
Glorfindel 

An Elven prince resident at Rivendell. 
Goblin 

An alternative name for Ores, the foul spawn of Melkor. Black-blooded, red-eyed and 
hateful, they form the largest part of the armies of Saruman and Sauron. 



31 



Goblin Town 

A settlement of Ores under the misty mountains. It blocks the obvious pass across the 
mountains, East from Rivendell, taken by Thorin in "The Hobbit". It was in the tunnels of 
Goblin town that Bilbo met Gollum and found the ring. 
Golasgil 

A man of Gondor, Golasgil is a noble of Anfalas, and leads their troops 
Gollum 

What is this nasties man asking us these nasty nasty questions for my precious, Gollum? 
Doesn't he knows whose we are? We are Smeagol, my precious, aren't we, and that 
Baggins creature stole our precious from us, and we hates him forever, Gollum. It was our 
birthday present, wasn't it Thief Bagginses, we hates you forever. 

Gollum cuts a pathetic figure, a thin body with overlong arms and legs and a hollow 
face. It is hard to credit that this scrawny creature is of the same stock as Hobbits. Gollum 
came upon the Ring long ago, and though it was found by someone else, Gollum took it as 
his birthday present. The Ring's gift of invisibility gave him power, but made him hated. 
After he was thrown out by the community, Gollum drifted, till he ended up living in the 
Goblin tunnels. Here he lived off fish. But the Ring had altered him. Besides prolonging 
his life it had gnawed into his soul, and he now feels compelled to follow it But he is 
marked by the darkness, the Sun hurts him, he is thin and stretched. A mere shadow of his 
former self, but sly, deadly cunning and not to be trusted an inch. 
Gondor 

The southern kingdom of the Dunedain is much reduced from its former glories, feeing 
powerful enemies to the east and south, yet it stands as the last great bastion against the 
forces of Evil, for in the north Arnor has fallen to the Witch-King. At its height, Gondor had 
five great cities, two ports, Pelargir and Dol Amroth, and three inland cities. But the evil 
has arisen in Mordor, and Minas I (hit fell, to become Minas Morgul; Osgiliath has become 
a ruin; 1 1 hi I ien, the land around those two cities, a wasteland, and of the three only Minas 
Tirith still stands. South Gondor, the area beyond the Anduin, has become desolate 
desert, so Gondor is reduced to the coast between the White Mountains and the sea. Yet 
still there are men there of stout heart, tall and proud like the knights of old. Though they 
are led now by a steward not a king, for there has not been a king in Gondor for nigh on a 
thousand years, the men of Gondor will stand to the last against the might of Mordor. 
Gothmog 

The lieutenant of Minas Morgul, Gothmog is one of Sauron's most trusted generals, 
barring only his superior the Witch-King Lord of the Nazgul. Gothmog leads the Morgul 
Hai. the Ores from Minas Morgul who wear the white moon, while the Witch- King takes 
over all control of the armies. 
Grimbold 

A lord of the Rohirrim. Present in the muster of the Eorlingas at Edoras. 
Mount Gundabad 

A tall peak at the northern end of the Misty Mountains. It is infested with Ores. 



Harad 

The land to the far south. Harad is divided into near Harad, just to the south of Khand and 
far Harad beyond Umbar. The Haradrim are Easterlings that moved into the lands of the 
south long ago. They are swarthy men, dark skinned and short. Among their armies 
strange beasts are often seen. 
Hennetb An nun 

The window on the West. A waterfull in Ithilien, and hidden behind it a secret chamber, 

used by the Rangers of Ithilien in their patrols from Gondor. 

Hirluin 

A lord of Gondor, Hirluin led the men of Pennarth Gelen. 
Hobbit 

Quite where Hobbits came from is a mystery, for there are no records of their existence 
before the Third Age of the Sun. They are a small people, around three feet in height, and 
less stocky than Dwarves, even when not much shorter. Also, unlike Dwarves, they have 
no beards, though their feet are covered in thick hair. Although there are reports of 
Hobbits travelling across Middle Earth at the beginning of the Third Age, they had long 
since settled in the Shire by the start of this tale. They are comfort-loving and like at least 
four good meals a day, with snacks in between if they are hungry. Though they appear as 
soft as butter, they can surprise even the wise with their resilience and strength in times 
of trouble. For the most part, however, they like a simple life, tending their land and 
compiling complicated genealogies, Hobbits reckon kinship much further than the Big 
Folk (as they call humans) do. They are a peaceful folk. The last battle in the Shire was a 
combined effort to repel wolves that had broken in from the old forest one foul winter. 
Though they claim they sent archers to the Batde of Fornost no record exists elsewhere 
of their presence. Hobbits are not users of magic, though their skills in hiding and moving 
quiedy are such that some may think that they do use magic to disappear. Indeed it was 
for those skills that Gandalf the Wizard chose Bilbo Baggins to be the burglar for Thorin 
Oakenshietd, and it was then he acquired the Ring, which led to the involvement of 
Hobbits in this great adventure. 
Hobbiton 

A large Hobbit village in the west farthing of the Shire. Although Hobbits prefer to live in 
holes, especially the large rambling many roomed family homes known as Smails, in the 
villages there are many houses built above ground. Frodo's hole, Bag End, is in Hobbiton. 
Hollin Gate 

The great western gates of Moria. In past times they stood open, now they are shut. 
Decorated with the symbols of both the Dwarves and the Elves, the gates are a tribute to 
past friendship of those two people, now estranged. On the door are carved the Elvish 
words "Pedo melon a menir", Speak friend and enter. 
Hornburg 

The Rohan fortress of Helm's Deep is built into the side ofthe Thirhyrne - a peak of the 
White Mountains. The fortifications are based on a narrow ravine that leads from the 
green coomb, deep into the mountain. The Hornburg stands at the entrance of the cleft, 
on a heel of rock that jutted out from the North. This is anancient tower, built by the men 

uf 



of old. From the base of the rock a wall runs across the mouth of the vale, Helm's Gate as 
it is called, and before this a dike. Through all these defences ran the Deeping Stream, 
which added another barrier for attacking forces to cross. At the far end of the valley there 
were vast caverns, which formed the last line of defence. In all it was a formidable 
redoubt, and if stocked with food and manned well it was capable of holding off an 
invading force many times the size of the defence. 
Huorn 

In the beginning there were Ents and trees. Over the years, however, subtle changes have 
taken place. Whether the presence of the Ents has given some of the trees movement, or 
whether some of the Ents have changed and become more like trees, it is hard to say, but 
now there is a third race in the forest, neither Ent nor Tree but somewhere between. 
These are the Huorns. They are trees that can move and talk, standing for long periods of 
time, still in the depths of the forest, like Ents, when roused they can move swiftly and act 
with great strength. 



I 

Imrahil 

Prince of Dol Am roth, the great port of Gondor. Leader of the Knights of that fair city. 
Isen Ford 

Below the great Tower of Orthanc, the fords of Isen provide a natural defence for the 
Rohirrim from the Ores and others that muster at Isengard under Saruman's banner of the 
White Hand. Since this is the only crossing point on the river, the Rohirrim will try to hold 
this for as long as possible, before retiring to the great fortress of Helm's Deep on 
the Hornburg. 
Isengard 

The great fortress at the southern end of the Misty Mountains, it is a great natural defence, 
a wide circle of rocks standing alongside the River Isen, with at its centre the Tower of 
Orthanc. It was given by the people of Gondor to the Wizard Saruman, while he still 
fought the Dark Lord. Now Saruman has fallen into evil ways, and Isengard is a dark place. 
The fires of the forges turn the sky red y as they produce weapons for the ever-growing 
army of Ores, Half Ores and Dunlendings that gather here. 

34 1 



Iron Hills 

A range of lulls to the East even of the Lonely Mountain. The Iron Hills are home to one of 
the last Dwarven Kingdoms. 



K 

Khand 

Land of the Varaigs betweeen Mordor and Harad. 
Khazad Dum 

The Dwarfish name for Moria. 



L 

The Last Bridge 

The only safe crossing point of the River Hoarwell. The Last Bridge lies on the Great East 

Road two thirds of the way from Bree to Rivendell. 

Legolas 

Son of Thranduil, the King of the Elves of Northern Mirkwood. Legolas is one of the 
greatest Elven archers. Legolas's sight is keen even for an Elf. 
Linhir ,y 

A town in southern Gondor, at the confluence of the Rivers Gilrain and Serni, where they 

flow into the Bay of Belfalas. 

Lorien 

The Golden Wood, Lorien is the woodland kingdom of Galadriel and Celeborn. Here the 
Elves have tried to recreate in Middle Earth the great Gardens of the Undying Lands. As 
with most places associated with Elves, Lorien is a magical place. Once here, it is easy to 
lose all track of time. However, first you have to gain admittance, for the Elves are 
defensive in these troubled times. 
Lossarnach 

A province of Gondor. Lossarnach lies immediately to the South and West of Minas Tirith, 
the great citadel, stretching down to the port of Pelargir. 



■ 16 *<i.V? 



M 

Malar 

When Eru created Middle Earth, his first thoughts called into form the immortal spirits. 
The greatest of these were the Valar, who are called gods by men, but alongside these 
there were the Maiar. Sauron himself was a Maiar, as were the Balrogs and dragons and 
other great fell beasts that led Melkor's armies. The Wizards too are Maiar, but they have 
left many of their powers behind in the Undying Lands, and come to Middle Earth as old 
men. When they have great purpose, or great evil, it is possible for Maiar to survive the 
loss of their earthly bodies, and return in another form. 
Meriadoc Brandy buck - Merry 

The Brandybucks are regarded by most other Hobbits as being one of the more 
adventurous families. After all, they do not live in the Sure proper, but over in Buckland 



35 



on the wrong side of the river, and far too close to the Old Forest. They also were 
interested in boats. Merry is no exception. Like all Hobbits he likes good food, good 
company, and smoking pipeweed. Yet he is also valiant, strong-hearted and true. Merry is 
one of Frodo's closest friends. 
Minas Morgul 

The Tower of Darkness, Minas Morgul is the name now given to the ancient Gondorian 
Town of Minas Ithil, the Tower of the Moon, but it fell to the dark power and is now a 
place of evil. Minas Morgul is the realm of the Witch-King, Lord of the Nazgul, but its 
armies are commanded by his lieutenant Gothmog. 
Minas Tirith 

Citadel of Gondor, the Tower of Watching, originally called Minas Anor, Tower of the 
Sun, and twin city to Minas Ithil. Now that the Dark Lord has corrupted that place, Minas 
Tirith stands as the bastion against the armies of the East. Its defences are many, starting 
with the Rammas Ecthor, the great dike that surrounds the Pelennor Fields. Minas Tirith 
itself is a great walled city, set into the side of the hill. The citadel at the top of the 
mountain is seven hundred feet above the entrance to the city. Here is the court of the 
steward, Denethor. 
Mlrkwood 

Originally a pleasant place, known as the Greenwood. The dark sorcerer set up his 
fortress in Dol Guldur, and turned Mirkwood into a place of evil. Southern Mirkwood is 
home to Ores, spiders and other foul creature. Yet Elves still live in the north of this great 
forest, under their King Thranduile. 
Morannon 

The Black Gate of Mordor. The Morannon stands in the North Eastern corner of that 
blighted land. They are two great iron gates set in a stone arch, topped with battlements. 
The gates are protected by the towers of teeth and walls and fortifications of colossal size. 
Moria 

Once the greatest kingdom of the Dwarves, Moria, or Khazad Dum as it is known in the 
tongue of the Dwarves, is tunnelled out of the Misty Mountains. Its great wealth Was based 
on the deposits of the metal Mithril, known as true silver. Lighter and stronger than base 
silver, it was prized above all other metals by Dwarves and Elves alike and could only be 
mined in Moria. At its height no place on Earth could match the splendour of Moria's 
caverns, lit by great lamps covered in carvings and jewels, each passage brought new 
delights. But the Dwarves mined too deep, and disturbed a Balrog that was sleeping under 
the Mountain. This terrible demon raised an army of Ores and Trolls, and with its aid 
drove the Dwarves from the Mountain. Now the lamps remain unlit, the gates stand 
closed, and Moria lies in ruin. 
Mordor 

The dark kingdom of the east. Home of Sauron the Maiar, and his armies of Ores, Trolls 
and evil men, led by Ringwraiths. Mordor is a desolate place of ash strewn wastes and 
deserts. Mordor is a name to be said in whispers, a place to avoid unless you are a hero of 
stout heart. 

Mouth of Sauron 

Without the Ring, Sauron cannot take a material form. Therefore he stays in his Tower of 
Barad-Dur, and the Mouth of Sauron relays his pronouncements to the rest of the world. 



36 



N 

Nazgul 

After Sauron had the Rings of Power made, he distributed them to the leaders of the 
peoples of Middle Earth. He gave one to each of the seven fathers of the Dwarves, three to 
the Elves and nine to the Kings of Men. Of all these, Men proved the easiest to bend to his 
will. The nine kings, though they lived long through the power of the Rings, eventually 
faded, till they were no more than shadows. Yet their power was still great. Through fear 
and sorcery they worked, though they were completely under the dominance of the Dark 
Lord. They were the nine, the Ringwraiths, the Nazgul. They wore robes of black to give 
themselves a shape in which they could talk to others, and rode black steeds or fearsome 
winged beasts that fly faster than the wind. 



o 

Old Forest 

The name that the Hobbits give the dark woods to the East of the Shire. If all the Hobbit 
tales were true, this would be a dark place indeed, full of Goblins and Wolves, but any 
Brandybuck will tell you that these are but bogey stories for children . Yet the Old Forest 
is dangerous, for cut off from the influence of the Ents, this fragment of the ancient forests 
that once covered Middle Earth, has turned evil. The trees resent strangers, and they can 
trip or snare travellers, or even shift so the paths change. Worst of all is the Willow Man 
down by the River Wi thewiddle. Few can avoid his mazes, for he is old and cunning, and 
rotten to the core. 
Ore 

In the first Age of the Stars, back at the very beginning of the world, when the Elves first 
appeared, Melkor captured some of that fair race, and from them he bred the race of Ores. 
Ores are all that Elves are not, coarse featured, stunted, bow legged, they were 
nevertheless strong. They also fought with excessive ferocity, and litde fear of death, 
which may have been preferable to their existence. The Ores had no sense of beauty, 
their only pleasure was in creating pain in others, and no craft, relying on plunder. Their 
guttural tongue, the Black Speech, was harsh and discordant, especially when compared 
to the rolling sounds of Elvish speech. As with all of Melkor 's spawn, they feared the light, 
preferring the night Although light pained their eyes, it was not fatal to them as it was to 
Trolls. Ore units bore banners or shields painted with various designs, depending on their 
allegiance. The Ores of Isengard bore the White Hand, those of Mordor the Red Eye, from 
Minas Morgul they bore a White Moon like a skull, and so on. 
Orthanc 

Saruman's tower built at Isengard. 
Osgiliath 

One of the five great towns of Gondor, Osgiliath stood by the River Anduin, halfway 
between the twin cities of Minas Anor and Minas Ithil. When Minas Ithil fell to Sauron - to 
be renamed Minas Morgul - and the land of Mordor was created, Osgiliath had not long to 
survive. Eventually a host of Ores came from Mordor, and sacked the town, destroying its 
great stone bridge. Now it is a ruin, a memory to earlier glories. 



37 



Petargir 

Southern Port of Gondor at the mouth of the great River Anduin. 

Peregrin Took -Pippin . 

The Took family is another of the great families of the Shire, holders of the office of Thain. 

Indeed, Bilbo is himself half Took. The Great Took was the last Hobbit to go off on 

adventures before Bilbo, so it is not surprising that Peregrin, or Pippin as he is more 

commonly called, would be one of the Hobbits to accompany Frodo. Unfortunately, 

Pippin sometimes allows his curiosity to overcome his good sense, and so occasionally 

causes severe problems for those around him. 

PinnathGelln 

The green ridges, a range of hills in the South West of Gondor. 



R 

Radagast 

The Brown Wizard, Radagast made especial study of birds, animals and plants. He can 
SpBspeak the language of b/tds. Even the Ents regarded his knowledge of the trees with 
reverence. His knowledge of herb lore was unmatched hy any man's. 

Men of the woods, gaunt faced and often silent, they were treated by the common folk as 
strange and dangerous. In their common garb of leather boots and green cloaks they cut 
a striking figure, especially as they were commonly taller than other folk. They were often 
seen wandering throughout the North, though few knew to what purpose. They were in 
Jj^f-the last remnants of the nobles of the Kingdom of Arnor. 
The Red Arrow 

- v mbolises the old alliance between Gondor and Rohan. It is used to call the forces of 
Rohan to aid Gondor in times of crises. Taking this to Edoras will mobilize the horsemen 
of the Riddermark. 
Red Eye 

Now that Sauron has lost the Ring and has no body, he appears as a great lkiless red eye, 
like that of a cat. This is taken as the symbol of Sauron and is worn by the members of his 
army, as opposed to the White Hand worn by the followers of Saruman. 
Rhovanion 

The land East of the Misty Mountains along the bank of the great River Anduin. Most of 

Rhovanion is now covered by the great forest of Mirkwood. 

Rhun 

The land of the East, stretching from Mordor in the South to the Iron Hills in the North, 
and an unknown distance to the East Rhun is the home of the Easterlings, Balchoths and 
the Wain riders. Having lived under the influence of Sauron for so long the people of the 
East are his staunch allies, and will make up a large part of his armies. 



58 



Rings 

Sauron tricked the Elves into making nineteen Rings. Of these nine were given to Kings of 
Men, whom he bent to this will and made into the Nazgul. Seven he gave to the Fathers of 
the Dwarves. Of these, three he has recovered and three have been devoured by Dragons 
and are lost, but he was unable to bend the Dwarves to his will. The final three remained 
with the Elves, who hid them from him. To them he added the One Ring, which he forged 
himself. He lost this when Isildur cut the finger from his hand. This is the Ring that has 
now come into Frodo's possession. 
Rivendell 

Home of Elrond half elven, this was a place of song and tales, described as the last homely 
house by Bilbo on his journey to the Lonely Mountain Although now a place of joy, it was 
built as the last defence against Sauron, before the men of Numenore came and drove 
him back. 
Rohan 

The great fertile plain of Rohan, bounded to the South by the White Mountains and to the 
North and East by the River Anduin, provides the luscious pasture that feeds the herds of 
the Horse Lords, the Rohirrim or Eorlingas. Following their King Eorl, the Rohirrim came 
down from the North to settle these plains. It was their arrival that drove off the Balchoth, 
and thus began the alliance between the people of Rohan and Gondor whose rulers ceded 
the territory that is now Rohan from their northern provinces. The Rohirrim are born 
warriors, bred to the saddle. The host of Eorl makes an Impressive sight as they ride to 
battle, the tips of their spears and their polished mail gleaming in the sun, their long 
blonde hair blowing in the wind, that spreads the green pennants marked with the white 
horse, echoing the proud steeds that they ride. Normally they are a most hospitable * 
people, but in these troubled times they are wary, for the "Annals of the Kings" is full of 
the times when they have ridden to war. 
1 

s 

Sam 

Sam Gangee is the gardener at Bag End. Sara is devoted to both Bilbo and Frodo, though 
he was the source of Merry and Pippin's information about Frodo's plans. Sam is slightly 
afraid of Gandalf — especially if he thinks he is about to be turned into a toad — however 
nothing else can frighten him. He will defend Frodo against any odds. Aside from that all 
he wants is to see some Elves and improve his garden. 
Sara Ford 

A ford on the Brandywine River on the western border of the Shire. Sam is the elvish word 
for stone, indicating that this was a ford by means of stepping stones. 

Saruman 

Head of the Council of Wizards, Saruman the White was the greatest of their number. 
Skilled in sorcery, Saruman long studied the ways of Sauron, and especially the lore of 
Rings. Eventually he grew proud and desired power for himself. He was granted the 
Tower of Orthanc at Isengard by the stewards of Gondor, and he made this his base. Here 
he found a palantir, and it was through this that he fell under the influence of Sauron, for 



39 



while using the stone to view far areas of Middle Earth, he was seen by the Red Eye. From 
then on Isengard became a place of evil. Saruman was always wise in the ways of engines, 
and here he built various engines of war. Here too he gathered an army of Ores and 
Dunlendings, along with his new breed the Half-Ores. Saruman took the badge of the 
white hand and renounced his white cloak for a new cloak, and he became Saruman of the 
Many Colours. 
Sauron 

The Dark Lord, Sauron is a Maiar, he was the chief disciple of Melkor and when the other 
Valar finally overthrew his master, Sauron claimed repentance. But evil ran deep in his 
heart and he soon reverted to his previous ways and took on the mantle of the 
embodiment of Evil within Middle Earth. At the beginning of the Second Age he tricked 
the Elven smiths into making for him nineteen rings of power, which he distributed to the 
Lords of the people of the West. And in the fires of Mount Doom he himself forged the 
master ring into which he put much of his power. Isildur managed to cut the finger from 
Sauron's hand, but after that victory the ring was lost. Without the ring Sauron's power is 
diminished, and he cannot take a solid form, appearing insted as a great lidless red eye, 
like that of a cat, full of malice. But his evil remains as long as the ring is not destroyed. 
If he can only find the ring . . . 
The Sceptre of Annuminas 

This is part of the lost regalia of the King of Arnor. Traditionally it is carried by the King's 
messenger. Presenting this to the King of Gondor will prove the validity of the message. 
Therefore it can be used to mobilize their forces. 
The Shire 

The land of Hobbits, in the North East of Middle Earth. A green land of rolling hills and 
gentle slopes, sheltering small villages. The fertile soil and pleasant climate makes this a 
rich land. The Hobbits live their well-ordered lives without a care, wanting no more than, 
time to eat or to drink and smoke in one of the many prosperous inns. The Mayor of 
Michel Delving, being the only elected official, seems to have to do little but to ensure 
that the post Hobbits actually deliver all the mail. 
The Silver Orb 

Crafted by the High Elves in Valinor before the world was reshaped, this outstanding 
piece of Elven workmanship has been lost for millennia. Presenting it to the Elven King 
Thranduil will cause the elves to mobilize. 
Southrons 

An alternative name for the Haradrim, most often applied to the people of Far Harad. 
Spider 

The Great Spiders that inhabited Middle Earth in those days, the offspring of Ungoliant, 
were as to their modern kin as dragons are to the lizards of today. Ungoliant herself was 
bred to devour the Trees of the Valar, and would have devoured Melkor as well, if the 
Balrogs had not driven her back. Though Ungoliant has passed, there are still many great 
and powerful spiders in the land, the greatest of these being her daughter Shelob. Armed 
with venom on her beak and horns, with claws of iron, her hair was spikes of steel and her 
underbelly covered in poison. She could spin black webs, and vomited darkness. Her skin 
was thick and invulnerable, the only weak points being the great clusters of her eyes. 



40 



T 

Thranduil 

The King of the Sylvan Elves in northern Mirk wood and the father of Legolas. 
Thranduil's Palace 

Known in "The Hobbit" as the Elven King's Halls, Thranduil's Palace stands at the Eastern 
edge of Mirkwood, on the river above the Long Lake and the town of Esgaroth in Dale. 
Theoden 

King of the Golden Hall, Lord of the Mark, Theoden son of Thengel is the King of Rohan. 

At his word the host of the Eorlingas will ride forth to battle. 

Theodred 

Rohirrim horse lord who leads the defenders of the fords of Isen. 
Tower Guard 

Knights of Gondor. With their silver and mithril armour, covered with a black surcoat 
emblazoned with the white tree and seven stars,, and their high helms decorated with 
swans' wings, the Tower Knights are the closest thing in Middle Earth to the ancient 
warriors of Numendre. 

Treebeard 

Human name given to the Ent Fangorn, chief of the tree shepherds in the great forest that 

bears his name. Fangorn is one of the few Ents to remain lithe limbed. 

Troll 

Large, twice the size of a man, powerful, though not with quite the stone rending strength 
of Ents, and lacking wit. The Trolls were bred by Melkor in imitation of the Ents, much as 
the Ores were his perversion of Elves. Many Trolls could not speak at all, most had but a 
small and faltering grasp of the Black Speech, but there were some who could talk and 
reason. Though for the most part Trolls' lack of intelligence made even the brightest easy 
to outwit, their sheer size and strength, combined with their skin of living stone, made 
them enemies to be feared. As with other creatures of darkness, they cannot abide in the 
Sun, as its light made their skin grow inwards and turned them into lifeless stone. 

Towards the end of the Third Age Sauron bred the Olog Hai or Half-Trolls. They had the 
strength and armour of a Troll, combined with the reasoning of an evil man. Added to 
their fangs and teeth, they carried large shields and wielded great stone hammers. As long 
as Sauron turned his will towards them they could endure the light of the Sun. While 
Sauron could control them, these were a frightening force, capable of much destruction, 
for they had both the great strength of the Trolls and the wit to use it well. 
Tuckbo rough 

A Hobbit village in the West farthing of the Shire. 

u 

Umbar 

The southern port, originally founded by the Black Numenoreans, followers of Sauron 
who escaped the fall. Umbar was long the home of pirates. Although Gondor subjugated 
the original town, it later rebelled, and was once again the home of the Corsairs. 



41 



Undying Lands 

Also known as Valinor, these lands are the home of the Valar. They used to be in the West 
of Middle Earth, but after the fall of Numenore and the reshaping of the world they were 
withdrawn. Now, the only way to reach them is in one of Cirdans white boats that sail 
from the Grey Havens. 
Uruk Hai 

The name for Ores in their own Black Speech. 

V 

Valinor 

The Undying Lands. 
Varaigs 

From the land of Khand that lies immediately to the South of Mordor came the Varaig 
People Closely related to the Haradrim and the Easterlings, the Varaigs were long- 
standing allies of Sauron, fighting alongside the men of Near Harad and the Ores and 
Trolls from Mordor and Morgul. 



w 

Wain Rider , . _ 

A race of Easterlings from the lands of Rhun, the Wain Riders were chariot warriors. They 
were often at war with the men of Gondor, allied to the men of Harad and with the help of 
the Ringwraiths they were often at war. At their height they ruled all of Rhovanion, but 
they were eventually driven back. They are still allied to Sauron, and will form part of his 
great army. 
Wares 

Wares are large powerful wolves, especially linked to Ores, for they are used as mounts by 
those foul creatures. It was noted that in the battle of the five armies, it was the Orcish 
cavalry, mounted on Wargs, that caused most damage. It is certain that they will once 
again form an important part of the evil forces. 
Waymeet 

A Hobbit vjllage jn the West Farthing of the Shire. 
Weather Top 

Southern most of the Weather Hills, Weather Top lies on the Great East Road. It was once 
crowned by a great watch tower - Amon Sul, built by the Kings of Arnor. However, now 
there is nothing but a circular ring of stones crowning the top of the hill. 
White Hand 

The badge of Saruman the White, worn by the Ores and others under his command. Thus 
Ores of the White Hand owe their allegiance to Saruman, while Ores of the Red Eye 
follow Sauron. Now that Saruman has taken a many-colour raiment, it is noted that the 
White Hand has blood-red nails. 



42 



Wights 

These fierce spirits came from the Witch Kingdom of Angmar. They fear the light of the 
Sun, and spread over the land looking for safe, dark places to hide and bodies to take over. 
They were made of the very stuff of darkness. They could take whatever form they chose, 
but preferred to occupy other bodies. While they prefer the bodies of men, they were not 
adverse to Hobbits. They had a voice that hypnotised their victims and an icy grip like the 
jaws of a trap. Once they had caught a victim, they would take him into their dwelling 
place and sacrifice him with due ritual. In the darkness, only the most powerful charms 
would keep them at bay, but in the light of the Sun they faded like mist and were killed. 

Wild Men 

Also known as Woses, the wild men of the woods live almost as beasts, naked among the 
trees, avoiding the company of all save their kin. They were short, with thick stumpy 
limbs. Their wood craft was unmatched by any outside the forest. They fight with darts 
and arrows, often dipped in poisons extracted from ther plants in the forest. With the rise 
in power of Sauron, the Woses are constandy harried by Wolves and other evil creatures 
that come into their forest. And so, though they have no need or desire for contact with 
the other peoples of the West, they may become allies in order to clear their forest of 
these malevolent forces. 
Witch-King 

A great sorcerer, the Witch-King of Angmar was the greatest of the nine Lords of Men who 
received rings of power from Sauron He ruled first the northern kingdom of Angmar and 
later in Mordor. He is the Lord of the Nazgul. It is said that he cannot be killed by mortal 
man. 
Wizard 

There were five Wizards, known as die White Council, or the Istari. They were sent from 
the Undying Lands into Middle Earth to aid the free peoples in their battle against Sauron. 
In Middle Earth they appeared as old men dressed in long robes. The legends of the 
people of the West talk of only three of the five - Saruman the White, leader of the 
Council, Gandalf the Grey, and Radagast the Brown, though they mention that the other 
two worked further East and took the colour blue. They were sent into the land with few 
powers, save those they could gather there, and they wore no rings, but each had a staff. 
Wolves 

These great grey beasts were one of the many spawn of Melkor, bred at the beginning of 
the world in the Pits of Ut urn no. Though in these later days, after the fall of Melkor, 
Wolves are of lesser stature than those of former times, they are still formidable beasts. 
Wolves are often found associated with Ores in the armies of both Sauron and Saruman. 




43 



A BIOGRAPHY OF PROFESSOR J.R.R. TOLKIEN 



John Ronald ReutI Tolkien is remembered for his imaginative writings and the lasting 
creation of Middle Earth. However, he was also a great scholar, being the Rawlingson and 
Bosworth Professor of Anglo-Saxon at Oxford University. His writing owes much of its 
power to his store of knowledge about the English language and a deep understanding 
of mytffi^* ' 

He was born in the Orange Free State, in what is now South Africa, at the end of the last 
century. However, his mother brought him home to England when he was four, and after 
his father's death the family made their home at Sarehole, then on the edge of 
Birmingham. Although this is a great industrial city, their home was in the countryside. 
His mother died when he was twelve, leaving Tolkien and his brother orphans. They were 
taken in by a priest of the Birmingham Oratory, who made them both wards. 
Tolkien went to the King Edward VI School in Birmingham. From there he went up to 
Oxford,- , wh«*e'he read English at Exeter College, gaining first class honours. 
He married Edith Bratt, whom he had met in Birmingham. Their marriage was very happy. 
Edith appears in his writings as Luthien in the Silmarillion. 

The great war intervened in Tolkien's life, as it did in others. He served in the Iancashire 
Fusiliers as an officer, and survived the Somme, though many of his close friends and 
colleagues died. His respect for the common soldier under the great stress of war shows 
through in his later writings, where the Hobbits show great strength in Mordor, 
previously Unseen by others or even themselves. 

After the war he got a job, working on the New English Dictionary, but in 1 920 he was 
appointed reader in English at Leeds University. Four years later he was promoted to 
Professor, which is the highest academic rank in British universities. 
It was at this time that he started writing. At this stage he thought of his tales as being a 
new mythology for England. These early works, which laid the basis for all his later works, 
are now published as The Book of Lost Tales. 

In 1925 he was elected to the Professorship at Oxford. He specialised in Philology, the 
study of words, and was among the most accomplished scholars in this field. His love of 
words led him to work on a series of languages for the Elves, and from this he worked on 
their history. It was these writings that later became the Silmarillion. 
He also had four children and wrote several books for them. Of these, "The Hobbit" is of 
course the best known. This was published in 1937. Stanley Unwin, the publisher, asked 
for a sequel. Professor Tolkien was sceptical at first, but inspiration struck and he 
started work. 

Unfortunately war again intervened, and so this book took nearly twelve years to write. It 
blossomed into much more than a sequel, being not a book for children, but a great saga 
for adults, "The Lord of the Rings". 

Tolkien retired shortly after the publication of this work, and left Oxford for the coastal 
resort of Bournemouth, but when Edith died he returned to Oxford and his §unily. He 
himself died two years later op the 2nd of September 1973, aged eighty one. He Ls buried 
alongside his wife in an Oxford, cemetery, under their real names and the names of the 
two lovers he created, Beren arid Luthien. 



44 



Although Tolkien's vision was mainly channelled into his writings, he also drew many 
pictures and sketches, both in pen and ink and in water colours, and produced wonderful 
detailed maps of his lands. The pictures appear as covers to some editions of his works 
and have been gathered into a book of their own. 

After his death, his son Christopher, aided by the Canadian writer Guy Gavriel Kay set 
about editing his earlier mythological works. These eventually appeared as the 
Silmarillion, a great sweep of history and myth. To this was added the Unfinished Tales 
and currendy being published The History of Middle Earth series, where all the earlier' 
versions of the works have been gathered. 

Besides the Middle Earth cannon of works, Tolkien's children's books are delightful 
stones for those of any age, who are young at heart. Also available are his translations from 
the Anglo-Saxon, and several scholarly essays. 

Tolkien never expected his works to achieve the popularity that they have thinking that 
they would only have interest to a minority. Yet his vision of Middle Earth, rooted in his 
love for the English countryside, be it the green woodlands of the Midlands in 
Warwickshire and Oxfordshire, or the rolling Pennine hills of Yorkshire, caught the spirit 
of the time, and has proved the inspiration for many other writers and artists including 
the authors of this game, Ted Nasmith the cover artist and myself, your humble scribe 
If you wish to learn more of the Professor's works, there is a society dedicated to the 
furtherance of interest in his life and works. This is the Tolkien Society, an international 
society registered as a charity in the United Kingdom. Inquiries should be sent to: 
rhe Secretary, Anne Haward, 35 Amesbury Crescent, Hove, East Sussex, BN3 3RD. 
Stamped addressed envelopes or international reply coupons are appreciated with all 
correspondence, and will hasten a reply. The society cannot, however, answer any 
queries concerning this or any other game based on Tolkien's works, which should of ' 
course be addressed to Melbourne House. 



BOOKS BY PROFESSOR J.R.R. TOLKIEN 
Middle Earth Books 

TheHobbit 

The Lord of the Rings, also published in three parts. 

I ) The Fellowship of the Ring 

II ) The Two Towers 

III) The Return of the King 

The Adventures of Tom Bombadil 
Pictures by J.RR. Tolkien 
With Donald Swann 

The Road Goes Ever On Settings of songs featured in the other works. 
Edited by Christopher Tolkien 
TbeSUmarillion 
Unfinished Tales 

The History of Middle Earth Series - early versions and outer writings 

I ) The Book of Lost Tales Part One 

II) The Book of Lost Tales Part Two 

III) The Lays'of Beleriand 

IV) The Shaping of Middle Earth 

V) The Lost Road 

VI ) The Return of the Shadow - The History of the Lord of the Rings Part One 

Other Children's Books 

Farmer Giles of Ham 
Mr. Bliss 

Smith of Wooten Major 

The Father Christmas Letters (edited by Bailie Tolkien) 
Scholarly Works 

Sir G a wain and the Green Knight, Pearl and Sir Orfeo (annotations of classic 

English tales by other authors) 

The Monsters and the Critics (A collection of essays) 

The Letters of J.R.R. Tolkien (edited by Humphrey Carpenter) 

Finn and Hengest (edited by Alan Bliss) 

Other Writings 

Tree and Leaf 

Poems and Stories 

This is based on the British, Unwin Hyman, publications In America the minor works 
have been published in slightly different collections. 

There are also a number of critical works dealing with Middle Earth, biographies of 
Tolkien and the Inklings, etc 



46